Xtife Posted October 19, 2008 Wow That totally blew me away, That is amazing CodeImp I very eagerly await the release :D 0 Share this post Link to post
geekmarine Posted October 27, 2008 You spoil us, CodeImp, you know that, right? You make mapping far, far too easy - oh, just draw what you want to draw, and magically everything works. Bah, mapping is supposed to be a grueling, intensive process in which the slightest wrong move can completely trash a level. But nooooooo, you wouldn't allow that, would you? No, you have to come along and make the editor "smart" so that it's able to do all these crazy things that you're not supposed to be able to do without breaking the level. Bah, humbug! Just kidding, seriously, looks incredibly awesome, and totally can't wait. 0 Share this post Link to post
SYS Posted November 7, 2008 Might I suggest something for DB2. It's probably already been discussed and/or implemented. But have the ability to display things based upon their flags and categorization. That way with a click of coding alchemy you could toggle have things displayed based on difficulty or DM etc.... 0 Share this post Link to post
CodeImp Posted November 7, 2008 It's already there, and it's called a Things Filter. Look at the video, in the toolbar is a little funnel icon with a drop-down box next to it. The funnel icon lets you configure your filters and the drop-down box lets you pick one. 0 Share this post Link to post
Coraline Posted November 10, 2008 Vista support is the sole reason I'm going to get this. That video was sure impressive, to say the least. I didn't think an editor for a really old game could get any better than what it was. =) 0 Share this post Link to post
PhilibusMo Posted November 14, 2008 That looks so good, really looking forward to it. One suggestion, in 3D mode it would quite often be really useful if when you change the texture of a sidedef if you could then copy that texture quickly to other sidedefs quickly without having to leave 3d mode. Often it would just make things a little quicker and easier, rather than having to leave 3d mode or change them all manually in 3d mode. But so far it looks really fantastic. 0 Share this post Link to post
CodeImp Posted November 14, 2008 That already exists in Doom Builder 1.* and I am sure it will be in Doom Builder 2 as well. 0 Share this post Link to post
PhilibusMo Posted November 14, 2008 You mean i have been using Doombuilder all this time and never worked out how to do that! wow, now I really feel a chump. 0 Share this post Link to post
CodeImp Posted November 14, 2008 Yea if I remember correctly, right-click pastes the texture. I believe middle-click copies the texture, but I'm not sure (I haven't used DB in a while), just check (or change) the shortcut keys in the configuration window. 0 Share this post Link to post
Remmirath Posted November 14, 2008 Correct, Codeimp. Middle copies, right pastes. 0 Share this post Link to post
PhilibusMo Posted November 14, 2008 Ah thats why I have neve rfound it as I am using a laptop without a middle button. cheers I will change the shortcut now. 0 Share this post Link to post
Lord_Z Posted November 14, 2008 I never knew you could do that either, thanks a lot for that :) Man I could have saved some time if I had known sooner... 0 Share this post Link to post
Creaphis Posted November 15, 2008 That's why somebody needs to pull up their bootstraps and give Doom Builder 2 some thorough documentation. 0 Share this post Link to post
CodeImp Posted November 15, 2008 There will be documentation, don't worry ;) I just need to finish one major feature first, 3D Mode, before the documentation can be written. 0 Share this post Link to post
Creaphis Posted November 15, 2008 CodeImp said:There will be documentation, don't worry ;) I just need to finish one major feature first, 3D Mode, before the documentation can be written. Ah, excellent. Did Dr. Sleep come out of hiding? Or out of prison? I don't think we ever figured that out. 0 Share this post Link to post
CodeImp Posted November 15, 2008 No we haven't and I haven't heard from him. But I already have a 'replacement' :P 0 Share this post Link to post
boris Posted November 16, 2008 Hey this looks great! I think I'll have to make another map when DB2 is done. 0 Share this post Link to post
sgtcrispy Posted November 17, 2008 /me pick jaw up from the ground. heehehe Frick'n awesome. Can't wait. :) 0 Share this post Link to post
impClaw Posted December 6, 2008 Heh, I've been following the svn updates basically since the start but I must admit that I was still very impressed by that video. Also, I like how the coding is well-structured which makes it easy to make addons/plugins for the application, I'll just have to hope CodeImp includes some support for that :) 0 Share this post Link to post
Eternus Posted December 7, 2008 Creaphis said:That's why somebody needs to pull up their bootstraps and give Doom Builder 2 some thorough documentation. Is it really necessary? I mean...I'd rather browse the control listing rather than read a 5 page manual on how to use DB. 0 Share this post Link to post
Creaphis Posted December 8, 2008 Eternus said:Is it really necessary? I mean...I'd rather browse the control listing rather than read a 5 page manual on how to use DB. If not for Dr. Sleep's manual for Doom Builder 1 I might not have ever taken a crack at mapping. Not everyone interested in Doom is a veteran mapper already. 0 Share this post Link to post
Eternus Posted December 8, 2008 Creaphis said:If not for Dr. Sleep's manual for Doom Builder 1 I might not have ever taken a crack at mapping. Not everyone interested in Doom is a veteran mapper already. Personally I learned from WastedYouth's tutorial, then when I got into scripting, the ZDoom Wiki served my needs. 0 Share this post Link to post
Mithral_Demon Posted January 3, 2009 i know I posted if it was going to be Vista Compat, but here another thing about it, since I play Doom on a portable hard-drive now, I ask, is it going to be compatible with a Windows Vista 64-Bit computer? I have my old Acer with Vista and it works ok until Error Runtime 5, but is 32-Bit. --Edit What are you going to make the computer use to use 3D-Mode? If DirectX, hopefully it is made to use latest version, cause a 64-Bit's seems different an DB Errors 3D Mode about DirectX ( I have latest version of it too.) 0 Share this post Link to post
DrKelexo Posted January 6, 2009 Every change to this, so far, is amazing. The square things kinda stick out but they're easier for editing and I guess being 'stylish' isn't important in something like this :P I really look forward to the release of this. 0 Share this post Link to post
Galaxy_Stranger Posted January 10, 2009 Since .NET has its claws in DoomBuilder, is there any hope that WINE can take care of this? Or at least MONO? 0 Share this post Link to post
CodeImp Posted January 10, 2009 GhostlyDeath told me yesterday he was trying to port it for Mono, not sure if he will continue though. I don't know about Wine. 0 Share this post Link to post
Hex_Moon Posted January 10, 2009 Hello CodeImp, or do you prefer being called by your real name? Anyhow, i am a great supporter of your project, i noticed this when i entered your site quite some time ago. I was shocked, my friends were surprised to hear this. The video was incredible, i have been a fan of your work for some time. =P Quite a piece of work. Anyway, before i go on a rant, Congratulations. 0 Share this post Link to post
DuckReconMajor Posted January 12, 2009 You think it will be compatible with Windows 7, too? I've heard 7 is the "finished Vista" so I'm guessing it should be. 0 Share this post Link to post